A Few Key Points for the Introduction
As our game development and marketing strategy are nearly complete, we started polishing our project and working on areas that need improvement. The final presentation of our game requires a careful structuring of all the information we gathered, and each one of us had to work on a specific area and then present it to the rest of the group members. In this blog post, the focus will be the introduction of the assignment, aiming to introduce the concept of cultural heritage. Also, I will discuss how social media and our participatory culture affect our experience of heritage, as well as the way in which our game will be used to engage and educate young people about cultural heritage.
World Heritage includes both cultural and natural
heritage. In our game, we decided to focus on only one of those categories;
cultural heritage. The concept of cultural heritage is broad, and can be broken
down into the following categories, according to the UN (http://whc.unesco.org/en/conventiontext/):
·
Monuments: architectural works, works of monumental
sculpture and painting, elements or structures of an archaeological nature,
inscriptions, cave dwellings and combinations of features, which are of
outstanding universal value from the point of view of history, art or science;
·
Groups of
buildings: groups of separate or connected buildings which,
because of their architecture, their homogeneity or their place in the
landscape, are of outstanding universal value from the point of view of
history, art or science;
·
Sites: works of man or the combined works of nature and man,
and areas including archaeological sites which are of outstanding universal
value from the historical, aesthetic, ethnological or anthropological point of
view.
Cultural heritage is linked
to our sense of identity; through our heritage, we discover a sense of
belonging, a sense of place and identity. According to Giaccardi (2012), “preserving,
making sense and exchanging everyday artifacts and practices is increasingly
becoming a matter of heritage; it brings the past to matter in the present,
helping us to tell stories about who we are. In this sense, heritage artifacts
and practices not only constitute a legacy to future generations, but they also
play a crucial role in shaping our sense of place and identity” (p.5)
“Social media reframe our understanding and experience of heritage by
opening up more participatory ways of interacting with heritage objects and
concerns” (Giaccardi 2012, p.1). Nowadays, due to great technological
advancements, mobile and ubiquitous technologies allow users to participate, impulsively
and unceasingly, in activities of digitized heritage content and new digitally
mediated forms of heritage practice” (Giaccardi 2012, p.2). People can now be
connected to the internet, sharing, posting, and commenting, with those
interactions being a kind of heritage themselves.
The concept of heritage has now become broader. It is no longer limited to archaeological
sites, monuments, and artifacts. Heritage today “is about making sense of our
memories and developing a sense of identity through shared and repeated
interactions with the tangible remains and lived traces of common past” (Giaccardi
2012, p.1)
“There
can be no doubt that the importance of cultural heritage lies in the way in which
it shows us something about ourselves and about the world to which we belong –
in this respect even that which we do not take as part of our own heritage can
nevertheless be significant to us just in virtue of being part of the heritage
of those others with whom we share the same world – in this respect, the
heritage of others is also part of our own heritage” (Malpas 2008, p.20). Things
and places, like cultural heritage sites, carry memory with them, and so also
carry identity and meaning, which is precisely why the preservation of them is
so crucial.
Historic buildings and spaces give a sense of continuity, naturally linked with both our sense of space and our sense of belonging. “We socially construct heritage in the
context of our own lives and imaginations to interact meaningfully with our
past and shape our vision of the future. This indicates that heritage meanings
and values are not attached to artifacts, buildings or sites. They are the
results of repeated and ongoing interactions in the lived world of ordinary
people” (Giaccardi 2012, p.2). We now live in a participatory culture, and the involvement
allowed to users by social media is not merely made of virtual exchanges and
online experiences; it is also intertwined with actual, physical objects,
places and events that are enhanced with connectivity (Giaccardi 2012, p.4)
Young people are the decision-makers of tomorrow, and they also have the
biggest stake regarding the future of cultural heritage. It is, therefore, our
goal to engage them and involve them in ways of actively interacting with
heritage. This presents a challenge, considering that young people seem to be
disengaged from heritage. In order to tackle this problem, we created a fun,
engaging game, which is essentially based on practices of sustainable tourism,
as that is a requirement for cultural heritage preservation.
The aim of the game is to raise awareness
about cultural heritage preservation, as well as the challenges surrounding it.
Also, another goal is to motivate people to act in a respectful, responsible
manner when it comes to preserving cultural heritage.
Why a 2D game?
One of the first
decisions we made regarding our game was that it had to be a 2D one, despite
the growing trend of 3D games. There are several reasons why it was necessary
for us to develop a 2D game instead of a 3D one.
The assignment requires us as a group to come up with a game that would
work across a number of different platforms and be accessible by as many people
as possible. Firstly, this assignment requirement on its own indicates the
suitability of a 2D game, as 3D games only function across a very limited
number of platforms (for instance, Nintendo 3DS). Not everyone owns a platform
that supports 3D games; as a result, the majority of our target group would be
excluded from playing the game due to the 3D factor. On the contrary, 2D games
can be easily played by any standard mobile phone user. 2D games also have a
simpler form and a clear goal, and are usually based on more basic controls; as
result, learning how to play them is easy and intuitive. This perfectly matches
the assignment requirement of creating a game that would not require too much
time or effort for the gamer to learn and play (http://www.screwattack.com/news/2d-vs-3d-which-better)
Super Mario |
Pokemon simplicity |
Moreover, emphasis was placed on the production, distribution and
maintenance costs of the game, as they should remain reasonably low. 3D games
cost considerably more to develop and maintain, which again, makes a 2D game
the best choice for our game. Koji Igarashi, the director of Konami’s
Castlenavia series, is an enthusiastic supporter of 2D games. In 2007, during
his presentation at the Games Developers Conference, he explained 2D games will
always remain popular, in part due to their low production costs (http://www.joystiq.com/2007/03/13/castlevanias-koji-igarashi-2d-games-will-never-die/).
There are many
disadvantages associated with 3D games, best summarized by Jacob Nielsen (http://www.nngroup.com/articles/2d-is-better-than-3d/):
·
The screen and
the mouse are both 2D devices, so we don't get true 3D unless we strap on weird
head-gear and buy expensive bats
·
It is difficult
to control a 3D space with the interaction techniques that are currently in
common use since they were designed for 2D manipulation (e.g., dragging,
scrolling)
·
Users need to
pay attention to the navigation of the 3D view in addition to the navigation of
the underlying model: the extra controls for flying, zooming, etc. get in the
way of the user's primary task
·
Poor screen
resolution makes it impossible to render remote objects in sufficient detail to
be recognizable; any text that is in the background is unreadable
·
The software
needed for 3D is usually non-standard, crash-prone, and requires an extra
download (which users don't want to wait for)
Another important reason why we chose to create a 2D game is the file size. 2D files are smaller in size, and thus easier to donwload. Since we want people to download our game on their mobile phones, mostly, then the size the game would require is of great importance. A 3D game would take up a lot of space on people's phones, which lead us to prefer a 2D game instead.
However, practicality was not the only reason why we chose to develop a 2D game. 2D games are by no means obsolete and outdated, as a lot of them remain very popular (for instance, Super Mario, Pokemon, Zelda, Mortal Combat, Sonic, or even the now classic Pac-man). 2D games still represent the majority of video games available in the market, and they are familiar to most young people (unlike 3D games). A 2D game brings about a sense of nostalgia, as a part of our target group of young people aged 16-25 essentially grew up with them. The retro feel of 2D games is not their only strength. 2D games are limited to a scrolling movement, and thus they do not offer the user-controlled camera 3D games offer: (http://www.cs.cornell.edu/courses/CS3152/2013sp/lectures/15-Perspective.pdf, pg.3)
However, practicality was not the only reason why we chose to develop a 2D game. 2D games are by no means obsolete and outdated, as a lot of them remain very popular (for instance, Super Mario, Pokemon, Zelda, Mortal Combat, Sonic, or even the now classic Pac-man). 2D games still represent the majority of video games available in the market, and they are familiar to most young people (unlike 3D games). A 2D game brings about a sense of nostalgia, as a part of our target group of young people aged 16-25 essentially grew up with them. The retro feel of 2D games is not their only strength. 2D games are limited to a scrolling movement, and thus they do not offer the user-controlled camera 3D games offer: (http://www.cs.cornell.edu/courses/CS3152/2013sp/lectures/15-Perspective.pdf, pg.3)
However 2D games offer a significant advantage; with 2D games, it is
easier to present a fuller view of the surrounding space. With 3D games, the
gamer’s sense of space has to be constructed from multiple smaller places,
instead of one piece that constitutes the surrounding architecture. For the
purposes of our game, this is of great importance. We need the gamer to be able
to see the whole image, including the monument. As a result, we preferred to
develop a 2D game.
An example of how
2D games allow the player to view the surrounding architecture as a whole, at a
bigger scale:
Pacman: allows the user to view the whole surrounding area |
Furthermore, as game developers, in
this case, we are concerned about the gamer being able to see things in our
game the way we wanted him/her to see them. For this reason, a 2D game is the
ideal platform. Unlike 2D games, 3D games might provide strange angles that do
not particularly serve the purpose of the game.
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